in a lot of my new creations i find the current rules really don't work, for example a 2" missile would only travel about 12" which is only a couple of metres for what would be for a two metre long missile, so my question is would it be suitable to give it the range stats for a 6" missile as long as i payed the cp cost?

It's pretty balanced as far as I can tell. You can stack them as well.

I would do your missile in this way (and by missile I'm assuming you mean a rocket which does not need a launcher. If you mean an explosive you put in a launcher just use the adjustments above until you get the range you want):

Start with a 2d10 rocket which is 4CP, has a use of 4, and goes 12". A 6" rocket would go 36", so you need 24" tacked on. 24 divided by 4 is 6, so you need to pay 6CP to get the extra 24". Your rocket now costs 10CP, deals 2d10exp, has a use of 4, but flies 36".

dilanski wrote:in a lot of my new creations I find the current rules really don't work, for example a 2" missile would only travel about 12" which is only a couple of metres for what would be for a two metre long missile, so my question is would it be suitable to give it the range stats for a 6" missile as long as I payed the cp cost?

Range is not done for realism in brikwars, it's set for game balance. The game's a lot more fun when you actually have to be fairly close to shoot at someone, instead of parking halfway across the map from eachother and letting loose.

well, in the case of a space cruiser, or anything that happens to be in space, you should just ignore ranges for every weapon except thoose which might be used to board another ship or in the occasional infantry fight. this is because in space, all distances are rather rediculously large.
so while a normal missile might have a range of 12 inches, a space missile might have a range of "anywhere in the room". also there isn't anything in space to stop a moveing projectile, so realisticaly it would just go in a straight line untill it made contact with something.

Gorchek wrote:Another option: build the missile as vehicules with programmable half-mind. That way, not only can you give it the range you want, it can keep moving after multiple rounds.

I had a similar idea with suicidal tiny tanks - pack em with explosive and buy a 'launcher' to present a contact trigger. Same thing could work for missiles, but flying gets quite pricey for constructs.

Gorchek wrote:Another option: build the missile as vehicules with programmable half-mind. That way, not only can you give it the range you want, it can keep moving after multiple rounds.

reminds me of this episode of star trek voyager, works in principal but its anti brikwarist and can result in small warhead's, i think the modifier will work but when you get to atmospheric action a problem arises.

like a
bio-engineerd hero with
jet-pack
super-armor
a back pack with weapons liked to his brain so he can control them
powerfull weapons
super strengh
limitation: can only fire one weapon per turn when flying.
would be about 50cp

a elite-gaurd would be more like
officer stats with out squad abilitys and more armor
maybe a jet-pack.
a hand-held weapon.
at 15cp

don't expect the rule book to tell you how to make your stats!
if something seems overpowerd give the oppenents an extra fig or weapon.

a demi-god would be more like:
armor: 24d20
skill: 29d20
movement: 2000"
Special:
role 1d1 on a 1 you can have it do what it wants.
at: 14619043cp

but the demi-god would be used by a refery for when somebody acts like an anorak.